> ## Documentation Index
> Fetch the complete documentation index at: https://docs.eucaengine.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Networking

> Euca's networking library — server-authoritative snapshot/delta replication with client-side prediction. A library, not yet wired into a shipping game.

Euca includes a networking library (`euca-net`) for multiplayer. Current status: it is a
**library**, exercised end to end by an example client/server pair but **not yet wired into a
shipping game** — and it is **not** rollback and **not** lockstep.

## The model

Server-authoritative **snapshot/delta replication** with **client-side prediction and
reconciliation**:

* **Transports** — a reliable UDP transport (retransmit + ack) and a QUIC transport (Quinn/TLS).
* **Replication** — the server is authoritative; it broadcasts state snapshots and deltas;
  clients predict locally and reconcile against the authoritative updates.
* Plus an interest grid (area-of-interest culling), bandwidth control, a configurable tick rate,
  and RPCs.

## Status & scope

* The end-to-end path that exists today is `examples/server.rs` + `examples/client.rs` — a real
  UDP receive → physics → broadcast loop.
* The QUIC transport is **development-grade** (the client skips certificate verification); it is
  not production-hardened.
* The networked **services** in the repo (the poker server, matchmaking) use a separate
  WebSocket stack and do **not** go through `euca-net`.

<Note>
  Treat this as a replication/prediction building block you wire into a host — not a turnkey
  multiplayer mode — with the caveats above.
</Note>
